Files
Paradise/code/controllers/Processes/machinery.dm
Krausus 61edb3eb95 Further process tweaks
- Integrates Volundr's btime library and associated process scheduler
changes.
- btime is implemented separately from the process scheduler, as precise
time measurement is also useful elsewhere.
- `TimeOfHour` is no longer internally throttled; throttling is instead
done by `SCHECK`.
- If btime's `gettime` cannot be called at world startup, an error will
be output and the world will stop.
- Retains the change to schedule processes according to game time,
rather than real time.
- Removes the (now unused) update queue files.
- Removes the process scheduler testing files.
- These are standalone tests for the process scheduler, completely
unrelated to its use in the full codebase. We never used them.
- Moves the process scheduler defines into __DEFINES.
- Makes the lighting process run once before the round starts.
- Renames `scheck` to `sleepCheck`, to ensure any code that tries to use
`scheck` will fail to compile.
- Adds `SCHECK` and `SCHECK_EVERY` macros that skip calling `sleepCheck`
entirely until a specified number of `SCHECK`s (50 by default) have been
called.
- Makes most processes iterate using their `last_object` variable,
allowing hang recovery to show the type that caused the hang.
- Makes processes output an error when they filter out a type they
refuse to process.
- Rolls the recently-added alarm subsystem into the alarm process.
- Removes the now unused subsystems code.
2015-08-08 09:07:26 -04:00

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/var/global/machinery_sort_required = 0
/datum/controller/process/machinery/setup()
name = "machinery"
schedule_interval = 20 // every 2 seconds
start_delay = 12
/datum/controller/process/machinery/statProcess()
..()
stat(null, "[machines.len] machines")
stat(null, "[powernets.len] powernets")
/datum/controller/process/machinery/doWork()
process_sort()
process_power()
process_power_drain()
process_machines()
/datum/controller/process/machinery/proc/process_sort()
if(machinery_sort_required)
machinery_sort_required = 0
machines = dd_sortedObjectList(machines)
/datum/controller/process/machinery/proc/process_machines()
for(last_object in machines)
var/obj/machinery/M = last_object
if(istype(M) && isnull(M.gcDestroyed))
#ifdef PROFILE_MACHINES
var/time_start = world.timeofday
#endif
try
if(M.process() == PROCESS_KILL)
machines.Remove(M)
continue
if(M.use_power)
M.auto_use_power()
catch(var/exception/e)
catchException(e, M)
#ifdef PROFILE_MACHINES
var/time_end = world.timeofday
if(!(M.type in machine_profiling))
machine_profiling[M.type] = 0
machine_profiling[M.type] += (time_end - time_start)
#endif
else
catchBadType(M)
machines -= M
SCHECK_EVERY(100)
/datum/controller/process/machinery/proc/process_power()
for(last_object in powernets)
var/datum/powernet/powerNetwork = last_object
if(istype(powerNetwork) && isnull(powerNetwork.gcDestroyed))
try
powerNetwork.reset()
catch(var/exception/e)
catchException(e, powerNetwork)
SCHECK
continue
powernets.Remove(powerNetwork)
/datum/controller/process/machinery/proc/process_power_drain()
// Currently only used by powersinks. These items get priority processed before machinery
for(var/obj/item/I in processing_power_items)
if(!I.pwr_drain()) // 0 = Process Kill, remove from processing list.
processing_power_items.Remove(I)
SCHECK